Pathstrayer

Hark to the Cove’s Call

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The waves gently crash onto shores along the coastlines of a remote island. As you walk along the sandy beaches, you stumble upon a cove where a small fishing village stands. Upon stepping foot onto the settlement, you are greeted with warmth and hospitality from the villagers. However, as the day passes upon the village, you begin to notice the villagers becoming anxious. They all head back to their homes before the afternoon could even end.

Quest Type: Defence, Inspect

Encounter CR: 8

Playing time: 60 minutes

A fishing village by the coastlines is found to be well and thriving, but fear and anxiety sweep as the day passes. Before evening even hits, all the villagers are found to be indoors. Soon a sickly-sweet melody beckons the party leading them to uncover a lair with five harpies waiting for their next victim.

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Running this Quest

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The morning sun shines upon the seashore. You can hear the waves crashing along the coastline and the seagulls sing as they fly across the seas for their next catch. As you continue to explore this part of the island, you stumble upon a village kept within a cove called Seabreeze Haven. Despite you being strangers to the village, you are welcomed with loving hospitality.

The players are free to explore Seabreeze Haven, interact with the villagers, and check out the shops. Though there are no shops possessing magical items, the players will be able to find adventuring gear, tools, and supplies. 

While you sightsee around the village, you soon come to find that the cheerful atmosphere sours. You can find the villagers hurriedly wrapping up their day to head home.

The players are free to roll a DC10 Insight check to get a better sense from the villagers of what is going on. If they succeed, they will find out that there is something that is scaring the whole village. The players may opt to roll a DC15 Investigation or DC20 Perception check. Upon a successful investigation, the players will figure out that many of the building’s structure is not typical of the beachside as they have reinforced walls and doors. While for a successful perception, players will notice that there seems to be a birdlike creature that circles around the village.

As you come to the conclusion that there is danger that lurks in the cove, an elderly couple calls in an attempt to bring you inside their home for safety.

Safe Haven

Players have the option to either accept or refuse to go into the elderly couple’s home. Both paths lead the players to go up against the harpies.

Open Doors

Presuming that the players choose to go into the comforts of the elderly couple’s home, they are safe from the threat of the creature that lurks in the skies. The elderly couple offers them a safe stay for the night and warns them of the risk of what creatures await as day falls. They reveal that as of recent months that the village has been plagued by a series of mysterious disappearances and haunting melodies. The couple has tried their best to keep their home soundproofed from the deadly songs, but the tunes still seep through the walls. While indoors, players with a Passive Perception of 15 must succeed on DC 11 Wisdom saving throw or be lured out to head to the source of the song.

Closed Doors

However, if the players refuse the hospitality of the elderly couple and remain outside, they must roll a DC20 Perception Check. On a successful roll, they will find a griffon scouring around the settlement. The players may be prompted to roll a DC15 Stealth roll to stay hidden from the griffon. But on a failure, the griffon will attempt to capture the player to take them to their master’s lair. If the players choose to engage in battle against the griffon, it is important for the Dungeon Master to allow the griffon to escape with or without a player to continue the pursuit. The Luring Song ability of the harpy may also be used to lure players in.

The melody beckons and the griffon flies off into the night. Following the path of song and flight, you find yourself in a sea cave where the ocean fills the entryway. The song continues to try to allure to move in further. As you swim into the entrance of the cave, little do you know that a creature patiently waits below you.

The players are to come to face a hunter shark. 

Blood fills the waters as the giant shark has fallen to the depths of the sea floor. Moving deeper into the cave you find bones and skulls in the surroundings. The source of the song continues to echo throughout the cave, finally leading you to a clamor of bloodthirsty harpies and their griffon companion.

After combat, if the players have killed the hunter shark and choose to loot it, they will have to roll a DC20 Athletics check to swim to the bottom.

The Clamor of Harpies

There are a total of five harpies in the clamor. Alongside them are two of their pets, a griffon, and a giant shark. The clamor of harpies is the island’s unwanted newcomer with a taste for flesh that has brought terror to Seabreeze Haven. The harpies have stalked their human prey in the eve as humans lay tucked away in their beds or resting vulnerable to their surroundings. With their griffon as their eyes, they use it to scout for their next meals on land and sea and even pick up their next meal whenever a villager wanders off too far from civilization. 

The Origins of Harpies Companions
  • The Hunter Shark: Once a young shark, it was found beached along the beaches of the island. Awaiting its death under the blazing sun, the clamor of harpies saved it and kept it at their lair. As the harpies took it in, they fed the shark to reach its mass and loyally protect them and their dwelling.
  • The Griffon: During a skirmish between the clamor of harpies and a mother griffon defending its nest and territory, the harpies prevailed in battle. However, as the harpies approach the nest in hopes of an egg, they find it hatching. With the griffon chick having it laid on the griffon, the harpies found intrigue in how it may benefit from it. As the griffon grew under the wings of the harpies, 

Player Options

The players must engage in combat against the harpies and their pets. The giant shark has a surprise attack for their first round of combat. The group is comprised of violent creatures, so the party has no choice but to kill them. If the players choose to not kill the pets and have the desire to tame them, they must roll a DC20 Animal Handling check while they are subdued but may have to kill them upon failure.

Players may even choose to take a more unconventional route, where they can use a villager to serve them as bait. A player must succeed in a DC20 Persuasion check in order to get a villager to join them. If the player fails in persuading them, it may lead the players to have a soured reputation with the Seabreeze Haven community. And if the players succeed but a casualty with the villager occurs, their reputation also worsens.

Risks and Rewards

The players will risk their lives to not be the next meal of the clamor of harpies and their pets. If they manage to kill the hoard, the party will obtain loot: 3d6 harpy feathers (can be carefully crafted into a pen that can write enchanted love letters that give an advantage to Persuasion Checks), 3d10 shark teeth (20 teeth act as a bag of caltrops), and 1d10 griffon feathers (can carefully be crafted into 2 arrows with woodcarver’s tools). If the players want to investigate the lair, they must succeed in a DC10 Investigation check to find: the Cloak of the Manta Ray.

Homebrew

Cloak of the Manta Ray

Uncommon – Wondrous Item

Weight 1lb.
Value 7200 GP

This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). 

 

Effects

  • While wearing this cloak with its hood up, you gain a +3 natural armor bonus can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. 
  • When underwater, the cloak allows the wearer to attack with a manta ray‘s tail spine, dealing 1D6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Having saved Seabreeze Haven from the clutches of the harpies, the players are hailed as heroes. The villagers are eternally grateful for the heroes’ bravery. The players are rewarded with 500 GP from the whole village, the heartfelt gratitude of the villagers, and the knowledge that they have restored peace to a once-troubled community.

Monsters and NPC's

Harpy

Medium Monstrosity, Chaotic Evil

Armor class 11
Hit points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1)
13 (+1)
12 (+1)
7 (-2)
10 (+0)
13 (+1)

Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2

Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this harpy’s song for the next 24 hours.

Griffon

Large Monstrosity, Unaligned

Armor class 12
Hit points 89 (7d10 + 21)
Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4)
15 (+2)
16 (+3)
2 (-4)
13 (+1)
8 (-1)
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 15
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hunter Shark

Large Beast, Unaligned

Armor class 12
Hit points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4)
13 (+1)
15 (+2)
1 (-5)
10 (+0)
4 (-3)

Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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